#version 100

// 使用 attribute 代替 layout (location = ...) in
attribute vec3 aPos;
attribute vec3 aNormVec;
attribute vec4 aColor;

// uniform 变量声明保持不变
uniform mat4 axis_model;
uniform mat4 axis_view;
uniform mat4 axis_projection;

// 使用 varying 代替 out
varying vec3 vertexColor;
varying vec3 FragPos;

void main()
{
    // gl_Position 和顶点颜色的计算逻辑保持不变
    gl_Position = axis_projection * axis_view * axis_model * vec4(aPos, 1.0);
    vertexColor = vec3(aColor);
    FragPos = vec3(axis_model * vec4(aPos, 1.0));
}
